userJarryd Campicancel

13,421 Commits over 2,435 Days - 0.23cph!

1 Year Ago
Reapply the randomisation feature, was lost in a merge from main
1 Year Ago
Frontier wall setup
1 Year Ago
Frontier gate setup Added some checks to the ItemSkin editor to catch misconfigured research and loot table behaviour Fixed TerrainCollision component throwing errors in edit mode
1 Year Ago
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
1 Year Ago
Update MidiJack plugin for Apple Silicon, fixes instruments throwing an exception when equipped Unable to test functionality due to lack of local hardware but no code was changed, just a rebuild
1 Year Ago
Added a new RPC to roughly sync the players local shield power bar with the server every half a second
1 Year Ago
Merge from main
1 Year Ago
Merge from coop_improvements
1 Year Ago
Don't allow the player to start petting another chicken while they are already petting a chicken (it worked, but printed a warning on the client and looked bad)
1 Year Ago
Merge from coop_improvements
1 Year Ago
Added an indicator to the consumable food info panel if a food item can be fed to chickens
1 Year Ago
Added a tooltip to the food slot on the chicken coop that lists all compatible food
1 Year Ago
Chickens now start producing eggs at 75% happiness (was 50%) This aligns with the green smiley face on the status widget, so no green face = no eggs
1 Year Ago
Chickens now spawn with all of their needs between 20%-40% (was 40-80)
1 Year Ago
Don't allow chicken name changes from players that don't have building auth (still allow egg thefts though)
1 Year Ago
Merge from food_spoil_nre_fix
1 Year Ago
Use the condition bar on item icons to show food spoil progress
1 Year Ago
Fix both spoiled and non-spoiled models appearing briefly when meat dropped in the world spoils
1 Year Ago
Fixed a food spoiling NRE Fixed some edge cases that would have resulted in food disappearing when it spoils if the container it was in was full
1 Year Ago
Merge from horse_handcuff_fix
1 Year Ago
Fixed not being able to mount handcuffed players to the new horse when it has a double saddle
1 Year Ago
Merge from vehicle_optim
1 Year Ago
Changed RidableHorse2 IsSwimming flag to Reserved13, was overlapping with HasDriver Fixes permanently swimming horses
1 Year Ago
Merge from main
1 Year Ago
Merge from repair_bench_redirect_fix
1 Year Ago
Fixed being able to apply same redirect skin twice
1 Year Ago
Merge from repair_branch_redirect_fix
1 Year Ago
More init refactoring, should support proc gen placement now (in theory)
1 Year Ago
More save+load work Fixed swings starting at wrong rotation briefly
1 Year Ago
Fixed arc calculation getting inverted after loading a save Vine mountables now save and load
1 Year Ago
Viewmodel setup
1 Year Ago
Scene change
1 Year Ago
Hook up 3p anims Move animation files into vine swinging folder Change chair.static to use vine swinging anim for easier testing, animations appear broken
1 Year Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
1 Year Ago
Unsaved
1 Year Ago
Better vine visual rotation handling, use burst cloth for now
1 Year Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
1 Year Ago
Rough process for preventing multiple vines from overlapping when parked
1 Year Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
1 Year Ago
Merge from main
1 Year Ago
Don't mark the adobe stuff as hidden, easier for testing
1 Year Ago
Wall setup
1 Year Ago
Adobe gate setup
1 Year Ago
Merge from main
1 Year Ago
Adjust the ladder trigger setup on the tree
1 Year Ago
Align to terrain when possible
1 Year Ago
New RepositionOnGroundMissing component, move objects down in the world instead of being destroyed when their underlying surface is destroyed
1 Year Ago
Reapply LookAtHealth changes
1 Year Ago
Merge from parent
1 Year Ago
Merge from main